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Inner workings of D3DSAMP_SRGBTEXTURE?

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I've currently used pixel shader code to do gamma correct blending with the lighting etc. I'm now trying to switch over to using the sampler state D3DSAMP_SRGBTEXTURE instead. The documentation is a little bit vague on the subject. Currently I do something like this: InColor = TextureColor ^ (1 / TextureGamma) BlendedColor = InColor * LightIntensity OutPixel = BlendedColor ^ DisplayGamma Assuming that TextureGamma is 2.2 I'd assume that you can remove the InColor computation, and setting D3DSAMP_SRGBTEXTURE to one, so that you simply get: BlendedColor = TextureColor * LightIntensity OutPixel = BlendedColor ^ DisplayGamma However this doesn't yield the correct results, the image is now much too dark! Dosn't D3DSAMP_SRGBTEXTURE=1 perform something like: OutColor = TextureColor ^ (1 / 2.2) ?? BTW, I've checked so that my card supports the D3DSAMP_SRGBTEXTURE state and the output does change when I enable this feature.

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